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FLIP smorganic/sheeter effect?

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Wow Rayman what a nice explanation!!

 

Thank You!!!

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Thanks for the explanation, very useful :)

 

Btw if you meant to attach a new hip file with the latest post, I don't think it worked..

thanks!

I added it

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Hey that's clever, thanks for sharing and for the explanation!

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Time and time again you show your genius Pavel, great work!

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Hey Folks!

 

I read this thread with great interest and I am amazed of all your creativity and technical raffinesse! I was wondering... how's the state of all this? I am currently fighting with a small scale fluid sim and coud really use this new and awesome technique! Any updates?

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Pavel Thanks for your genius ! your stuff is just fantastic ! exactly what i need to achieve smooth surface !

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Thanks! I'm really glad that you like it!

Unfortunately I don't have enough time to experiment more with this setup, so feel free to use it and improve it on your own.

 

Cheers!

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I was trying to make a dirty / cheap tricks to achieve this kind of stuff , but my R&D skills sucks deeply !

 

I wanted to generate a mesh with point proximity from the lowrez flip , i give a try to delaunay because it was the only one that come to my mind ...

I would be curious to get your pov on a method that would allow to generate a polymesh that would be a sort of Mix beetween

- delaunay tessalation for closest point connection

- convex hull for getting a sheets

 

Your tricks is perfect and will do the job wonderfully , but i have the feeling that a fast B-plan could be possible.

- for exemple you select a starting position

- then from this position you build triangulation with closest point

- you do this until there is no more point and you check that you keep sheets pattern ...

 

the idea is then to

- smooth the mesh

- add some nice displace on it

- then scatter point on it that stuck

- mesh in VDB

 

Do you have any math stuff in your magic box that could do something like that ?

Does it look doable ? / Clever ? / Stupid ? to You !

 

Thanks again for your Magic !

 

Cheers

 

E

Edited by sebkaine

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After some googling a find those stuff that kind illustrate the idea

http://pointclouds.org/documentation/tutorials/greedy_projection.php

http://www.cs.unc.edu/~isenburg/sd/

http://www.cs.cmu.edu/~quake/triangle.html

 

it doesn't look as easy as i might expect ... basically it's surface reconstruction from a point cloud

- by checking that we keep sheet pattern => no volume

- by checking that mesh curvature keep a smooth pattern

 

i find this method on wikipedia to build mesh from ptc

http://en.wikipedia.org/wiki/Delaunay_triangulation

http://en.wikipedia.org/wiki/Alpha_shape

http://en.wikipedia.org/wiki/Voxel

http://en.wikipedia.org/wiki/Distance_transform

http://en.wikipedia.org/wiki/Implicit_function

http://en.wikipedia.org/wiki/Marching_cubes

 

i'll try to invstigate this if i have enough time !

this might be interesting also !

http://meshlab.sourceforge.net/

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Hi Pavel!

 

very nice technique!

 

I´m trying to use it with SPH solver, but it is not working..

is it possible to adapt it to work with SPH?

 

thanks.

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Hello!

As I already mentioned I don't have any free time to spend on this, so you should try to convert it yourself. Sorry about that!

 

Emmanuel ideas sounds great - unfortunately right now I can't help with that either :/ I'll be glad to see if you can make any progress as it looks like a really promising project!

 

Cheers!

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Thanks for feedback Pavel ! i'm actually trying to see if it's possible to use low rez FLIP sim to drive a Cloth Object . which would be a poor implementation of what i have in mind.

But i think that to get water sims that look like thin sheets, using a sheets could be a good idea when you don't want to go the hard way with surface tension / point replication etc ...

 

those mesh reconstruction stuff from ptc are a little to much on the dev side for my brain ... :)

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Thanks for fast reply Pavel!

 

i am close to finishing a project, so after i will try to  understand your technique in deep and use it with SPH for sure! I need some free time for do it too.

 

 

Anyway, i found a strange behaviour in houdini when i put VEX code on a env path to run  your scene, some times the node "points from volume" not work anymore, in all scenes! If i remove from the path, the node works again. (but this appear interstitial)

 

Have you any idea what can be wrong? (looks like vex code is overriding some function inside node, is it possible?)

 

Thanks again man, incredible work.

Edited by rod.vfx.td

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when you set your VEX path , you overide the houdini default VEX path , so houdini will not work correctly.

 

you have to put the & symbol like this to concatenate your new path with the default path:

 

HOUDINI_VEX_PATH = <my_custom_path>;&

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when you set your VEX path , you overide the houdini default VEX path , so houdini will not work correctly.

 

you have to put the & symbol like this to concatenate your new path with the default path:

 

HOUDINI_VEX_PATH = <my_custom_path>;&

Oh, it is so obvious, my mistake...

 

Thanks Emmanuel.

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